public DisappearingPlatforms(int x, int y, int width, int height, Color color, Disappear version) : base(x, y, width, height, -1, -1, Movement.None, color) { direction = Movement.None; tint = color; image = base.image; type = version; position = new Rectangle(x, y, width, height); }
private void OnTriggerEnter(Collider other) { Disappear scriptDisappear = other.GetComponent <Disappear>(); if (scriptDisappear != null) { scriptDisappear.IsUnderPlayer = true; } }
/// <summary> /// Visibility has changed /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void frmPopup_VisibleChanged(object sender, EventArgs e) { if (frmPopup.Visible) { Appear?.Invoke(this, EventArgs.Empty); } else { Disappear?.Invoke(this, EventArgs.Empty); } }
protected void Awake() { rigidbody = GetComponent <Rigidbody2D>(); gravitation = GetComponent <Gravitation>(); gameController = GameObject.Find("GameController").GetComponent <GameController>(); merger = GetComponentInChildren <Merger>(); particleCollider = GetComponent <Collider2D>(); mergeCollider = merger.GetComponent <Collider2D>(); emitter = GetComponent <Emitter>(); mainRenderer = GetComponent <SpriteRenderer>(); auraRenderer = transform.Find("Aura").GetComponent <SpriteRenderer>(); detailsRenderer = transform.Find("Details").GetComponent <SpriteRenderer>(); hue = GetComponent <Hue>(); animator = GetComponent <Animator>(); disappear = GetComponent <Disappear>(); }
// Constructor public DisappearingPlatforms(int x, int y, int width, int height, int max, int min, Movement axis, Color color, Disappear version) : base(x, y, width, height, max, min, axis, color) { direction = axis; tint = color; image = base.image; type = version; position = new Rectangle(x, y, width, height); //determines where to set max and min and where its moving if (axis == Movement.Horizontal) { movingLeft = true; maxX = max; minX = min; } else if (axis == Movement.Vertical) { movingUp = true; maxY = max; minY = min; } }
private void initSkills() { SoundEffect booSfx = LoadingUtils.load <SoundEffect>(content, "QuickShot"); SoundEffect shriekSfx = LoadingUtils.load <SoundEffect>(content, "Boo"); SoundEffect whooshSfx = LoadingUtils.load <SoundEffect>(content, "Whoosh"); SkillFinished appear = delegate() { int alpha = 255; resetFadeEffect(this.fadeEffect, alpha, FadeEffect.FadeState.PartialIn); resetFadeEffect(this.selectedFadeEffect, alpha, FadeEffect.FadeState.PartialIn); this.state = State.Visisble; }; SkillFinished disappear = delegate() { int alpha = 75; resetFadeEffect(this.fadeEffect, alpha, FadeEffect.FadeState.PartialOut); resetFadeEffect(this.selectedFadeEffect, alpha, FadeEffect.FadeState.PartialOut); this.state = State.Invisible; this.observerHandler.notifyGhostChange(this); }; SkillFinished shriek = delegate() { int alpha = 255; resetFadeEffect(this.fadeEffect, alpha, FadeEffect.FadeState.PartialIn); resetFadeEffect(this.selectedFadeEffect, alpha, FadeEffect.FadeState.PartialIn); this.state = State.Visisble; float effectLife; Base2DSpriteDrawable shockWave = ModelGenerationUtil.generateWaveEffect(content, base.Position, Color.Orange, out effectLife); VisualEffect effect = new VisualEffect(shockWave, effectLife); EffectsManager.getInstance().Visuals.Add(effect); }; SkillFinished boo = delegate() { int alpha = 255; resetFadeEffect(this.fadeEffect, alpha, FadeEffect.FadeState.PartialIn); resetFadeEffect(this.selectedFadeEffect, alpha, FadeEffect.FadeState.PartialIn); this.state = State.Visisble; float effectLife; Base2DSpriteDrawable shockWave = ModelGenerationUtil.generateWaveEffect(content, base.Position, Color.Green, out effectLife); VisualEffect effect = new VisualEffect(shockWave, effectLife); EffectsManager.getInstance().Visuals.Add(effect); }; Skill booSkill = new Boo(booSfx, boo); Skill shriekSkill = new Shriek(shriekSfx, shriek); Skill appearSkill = new Appear(whooshSfx, appear); Skill hideSkill = new Disappear(whooshSfx, disappear); this.aggressiveSkills = new Dictionary <Keys, Skill>(); this.aggressiveSkills.Add(Keys.D1, booSkill); this.aggressiveSkills.Add(Keys.D2, shriekSkill); this.passiveskills = new Dictionary <Keys, Skill>(); this.passiveskills.Add(Keys.D3, appearSkill); this.passiveskills.Add(Keys.D4, hideSkill); this.Skills = new List <Skill>(); this.Skills.Add(booSkill); this.Skills.Add(shriekSkill); this.Skills.Add(appearSkill); this.Skills.Add(hideSkill); }